Abstract-The aim of this study is to investigate the effect of music, as an atmospheric cue of 3D virtual reality retail (VRR) stores, on shoppers' emotions and behaviour. To complete this research, a major empirical study was conducted in Second Life (SL) which is one of the most mature virtual worlds (VWs). The effect of the music on shoppers' emotions was experimentally tested in computer labs. Pre-test and post-test were conducted to evaluate the emotion levels before and after experiencing 3D VRR stores. Detailed mediation analysis was done with the PROCESS tool at the later stage of the analysis. This research confirmed 'music' as an atmospheric cue of 3D Servicescape. Results of this research determined the effect of music on shoppers' arousal, pleasure and consequent shopping behaviour. Further, this research could not identify the direct effect of arousal on shoppers' behaviour, however, it was a major source of inducing pleasure and increasing shoppers' positive approach behaviour. This paper contribute to better understanding the 3D VRR store atmospheric, role of music in it, shoppers' emotions and behaviour.
Abstract-This paper discusses the application of the concept of debranding within immersive virtual environments. In particular the issue of the media richness and vividness of experience is considered in these experience realms that may not be conducive to traditional branding invasive strategies. Brand equity is generally seen to be the desired outcome of branding strategies and the authors suggest that unless the virtual domains are considered as sacred spaces then brand equity may be compromised. The application of the above concepts is applied to the differing social spaces that operate within the different experience realms. The ideas of resonance, presence and interactivity are considered here. They lead to the development of a constructed positioning by the participants. Through the process of debranding, marketers may be able to enter these sacred spaces without negative impact to the brand. Perception of these virtual spaces was found to be partially congruent with this approach to branding. It thus presents a number of challenges for the owners of such virtual spaces and also virtual worlds in increasing the commercial utilization of investment in these environments.
Abstract-Virtual worlds (VWs) are rampant and easily accessible to common internet users nowadays. Millions of users are already living their virtual lives in these worlds. Moreover, the number of users is increasing continuously. The purpose of this paper is to review all the business opportunities on these virtual worlds along with the learning opportunities for the real world companies and business students. This paper clearly and precisely defines the virtual worlds in the context of social networking sites and also aims at discussing the past, present and future of VWs. All the possible business opportunities for the real world companies including advertisement & communication, retailing opportunities, application for human resource management, marketing research and organizations' internal process management through virtual worlds are critically reviewed here. In addition to the discussion current learning and training opportunities for the real world companies and business students are also reviewed. The paper aims at proving that the VWs are full of business and marketing applications and they could be widely used by the real world companies for effective and efficient business operations.
The patient is now better connected with other patients just like the consumer is now better connected with other consumers in particular through the growing adoption of social media and online peer to peer communities. These relationships which become collaborative have either positive or indeed negative consequences that may either endorse or have implications for a firm's products [32]. The aim of this research was to gain an understanding of the impact social media has on patient influence on healthcare provision especially in relation to information seeking and clinical product choice. It compares a group of patients who are predominantly online information seekers with a group who are predominantly offline information seekers. Bias will be eliminated by utilising probability sampling techniques in order to be able to perform statistical analysis on the results obtained. This study capitalises on having access to approximately 8000+ Direct to Patient consumers who are currently receiving devices for the management of their bladder problems. The intention of this research project is to gain an understanding of how two way online interactions have developed between patients with similar chronic medical conditions and how firms can use online social media to improve their relationship with patients. The key research question of this paper is: Have online social media tools affected demand for healthcare intermediation in patients, who experience chronic medical conditions and reflect a need to become better informed. The findings of this pre-Covid research were that, for patient groups that had chronic conditions, there was a positive relationship between time spent in developed peer to peer communities, are more trusting of online information and spend more time online.
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